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SteveR

I don't spend enough time here

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25th March 2010

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#1 8 years ago

Stupid question. how do i fix it when it comes out the game saying "out of memory: Increase swap file size."




Freyr VIP Member

A2Files Staff

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6th February 2005

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#2 8 years ago

You've got an unclosed quotation mark ( " ) in your install. You need to find it, and add the second quotation mark where it should be.

ie;

attribute="value attribute="value"

If you can't remember which file you last edited, this tool will probably be exceedingly useful.

STAUM 2.0 2.0.1 Utility Download, Star Trek: Armada 2 Utilities




SteveR

I don't spend enough time here

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25th March 2010

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#3 8 years ago

Ok i've looked at all the files invovled and can't see anything wrong. This is what i've done, I've used the "Dominion Artificial Wormhole Creator" station on the federations side. I have 10 ships it can build, instead of the Dominions wormhole that comes with the station I got it using a slipstream conduit. it works sort of. some times I can build all 8 ships then the memory problem comes up, next time I can only build 3 ships then the same problem. its different everytime I reload the game. I've tried ships in different order of building. don't matter how or what order I build it still comes up. It can crash on any of the ships. I thought that it would crash one 1 ship everytime but it don't, Say it will crash after I build a nova class one time, the next time I can build it . Stange.

Sorry if I not explained this very well.




StarBlade

www.starbase34.net

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7th January 2006

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#4 8 years ago

Can you post the .ODF of the station and wormhole?

:cool:




SteveR

I don't spend enough time here

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25th March 2010

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#5 8 years ago

Sorry it wont let me attach the files so this is the station odf. #include "station.odf" //********************************************************************** //MAIN DESIGN PARAMETERS //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Cerberus Artificial Slipstream center" //tooltips tooltip = "Cerberus Artificial Slipstream center" verboseTooltip = "Creates an Artificial slipstream that allows Cerberus to bring in reinforcements from an location" //Race which can build ship & starting race of ship race = "federation" //Amount of time required to build ship buildTime = 40.0 //Number of officers required to build this ship officerCost = 7 //Number of crew required to build ship & Starting crew crewCost = 300 //Dilithium Cost to build dilithiumCost = 350 //Metal cost to build metalCost = 300 //Max Shield Strength & Begining Shield Strength <1000 maxHealth = 12100 //Possible Craft Names possibleCraftNames = "Cerberus Slipstream center" //Rate at which shield recharges (points per second... we think) shieldRate = 15 //Shield absorbs all damage until it's gone shieldProtection = 1.0

//********************************************************************** // Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp01" lifeSupportTargetHardpoints = "hp01" weaponsTargetHardpoints = "hp01" shieldGeneratorTargetHardpoints = "hp01" sensorsTargetHardpoints = "hp01" hullTargetHardpoints = "hp01" criticalTargetHardpoints = "hp01" //**********************************************************************

//********************************************************************** //Construction Parameters buildItem0 = "fspector" buildItem1 = "fexca" buildItem2 = "flakota" buildItem3 = "fprometheus" buildItem4 = "faga" buildItem5 = "fpose" buildItem6 = "fdef" buildItem7 = "favenger" buildItem8 = "fren" buildItem9 = "fnorm" //Hardpoint location for building. buildHardpoint = "hp01" // The wormhole it uses to put them through wormhole = "domworm.odf" //********************************************************************** //********************************************************************** //SYSTEM HITPOINTS //These values are the hitpoint values of the systems //If the value is set to zero the ship does not have that system weaponsHitPoints = 1 //********************************************************************** //Runtime class label for instantiation of object. classLabel = "shipyard" //scale it larger ScaleSOD = 2.0 alert = 1 transporter = 1 builder_ship = 1 repairFacility = 0 decommissionFacility = 0 //********************************************************************** Here the slipstream odf. // Geometry name. baseName = "slipstreamdrv" // expire self when it closes expireOnClose = 1 // be really small when in closed position ClosedScale = .001f // Runtime class type (DO NOT EDIT) classLabel = "wormhole_obj" // Object name. unitName = "Slipstream Conduit" //play looped animation animation = 2 //distance below the combat floor this object is placed distanceBelowGrid = 10 //Time (in seconds) it takes to go from closed to open AnimationTime = 2.0f //Sets the "open" scale of the wormhole OpenScale = 2.5f // Set the rotation Rotation = -0.6f // ??? DisableTimer = 10 //What's the color of the internal light red_glow = 0.0 green_flow = 1.0 blue_glow = 1.0 //How does lighting fall off? glow_falloff_start = 60.0 glow_falloff_range = 60.0 //Constants affecting how craft moves into wormhole //the range at which the craft starts to speed up SpeedEffectRange = 75.0f //the maximum factor applied to the speed (at range = 0) MaxSpeedFactor = 5.0f //the range at which the craft begins to "stretch" ScaleEffectRange = 75.0f //the maximum stretch factor (achieved at range = 0) MaxScaleFactor = 2.0f // do not avoid avoidMe = 0 // Icon for the minimap mapIcon = "map_worm" // The sound played when the wormhole opens openSound = "msworm.wav"




SteveR

I don't spend enough time here

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25th March 2010

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#6 8 years ago

Just found it works fine when it uses the dominion wormhole that comes with the station, not not the slipstream one.




086goinfast

NObama

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7th March 2006

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#7 8 years ago

I don't see anything missing from those two files but run them through this to see what/if any errors come up.

Modder's Toolbox v1.0 Utility Download, Star Trek: Armada 2 Utilities




Terra_Inc

I'm not a bug. I'm a feature.

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3rd November 2008

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#8 8 years ago

086goinfast;5310420I don't see anything missing from those two files but run them through this to see what/if any errors come up.

Modder's Toolbox v1.0 Utility Download, Star Trek: Armada 2 Utilities

Nah, the Toolbox is for balancing, not for error detection. What you are looking for is the STAUM 2.0. ;)




086goinfast

NObama

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7th March 2006

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#9 8 years ago

Oh duuuuh...thats right. My bad lol.




AssimilateThis

I See No Ships

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19th October 2009

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#10 8 years ago

referin to freyrs bit of info concernin a missin quotation mark, i have found that addin a none existant weapon hardpoint causes that problem as well, hope this may help as well!